Alan Wake/any%

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The chapters are based on the chapters in the "Episodes" menu. Also this is based on Normal difficulty (on PC).

Episode 1

Chapter 1: Nightmare

The start here is a bit tricky, because you have to select the option whether to reverse the camera. Move your mouse up just before you gain control, this will make you look up instantly. Then press left mousebutton to select the entry and wait a bit before moving, because moving might change the selection.

Chapter 2: Welcome to Bright Falls

You have to move the conversation foward to get of the ferry quick:

  1. Trigger Alice talking
  2. Talk to Pat Maine
  3. Before the conversation with Pat Maine ends, get back near Alice to trigger her conversation
  4. This triggers the phonecall, which triggers the SMS
  5. When you get the SMS go back to the car to be ready to get of the ferry

In the Diner it's pretty much walking through except for the end: When you spam the use key (usually E) once you get to Rusty on your way out, it skips the forced camera movement to Rusty and saves a few seconds.

On Bird Island you can't sprint so jump instead. Go directly to the generator and turn it on. Getting out of the generator shed triggers the conversation with Alice, which triggers the next cutscene. Getting into the study in the cabin triggers the following cutscene.

Chapter 3: To the Gas station

  • Trip over the suitcases by the car to reset to normal running/sprinting.
  • After finding the first manuscript page there is a slow walking part you can skip.
  • In the house where you try to make the phonecall, sprint towards the exit just before it opens to get out earlier.
  • You need one flaregun to kill Stucky at the end of the level, getting the second flaregun in the level is fastest.
  • You have to kill Stucky, or else the gate won't open.
  • Killing Stucky can be pretty fast: Blind him for a few seconds, then shoot the flaregun at him. This will make him disappear instantly. If you first shoot the flaregun at him, you still have to kill him. But if you get enough darkness out of him before, the flaregun does the rest.

Episode 2

Chapter 2: Elderwood National Park

Jump over the railing in the Cabin to skip going down the stairs, then take the most direct route. You can skip a slow walking bit by jumping (the same time there is a cutscene). Go to Rusty and pick up his gun after the cutscene (so you don't have to pick up extra ammunition). After trying to turn on the power, kill the two Taken in the Cabin and go outside to kill Rusty.

Rusty likes to teleport around so killing him when he does that takes ages. To prevent him from teleporting, you have to get the light on him as much as possible.

  1. When getting outside to where you fight Rusty, position yourself facing towards the building, just in front of the spot where he will jump down to. You have to be as near to him as possible after he lands, so you shine the light on him no matter where your camera is facing, because the jumping down animation messes up your camera a bit.
  2. Look up to Rusty, to trigger him jumping down. You can keep looking up to get some light on him while he jumps down. You can reload your gun while he is jumping down.
  3. As soon as he has jumped down, blind him until all the darkness is out of him, then kill him with your gun (you need 11 bullets).
Phonecall skip
After Rusty, you get to some stairs, where a phonecall is triggered. You can avoid the phonecall by jumping down to the left before you pass the trigger, although you loose a lot of health, so you should have full health. The trigger also works after you jumped down, so be careful not to move into the direction of the trigger.

When you meet the kidnapper, you are left with only your flashlight and flares, so the kidnapper has to do all the shooting. He is a really bad shot and it's a lot of RNG, but there are some strategies you can try:

  • At the start, run in front of him, to get the darkness out of at least one Taken
  • He mostly tries to shoot the Taken you last put the light on, so try to get the darkness out of the Taken while he reloads, or else he might waste bullets on Taken he can't even hurt
  • Try to make him shoot the Taken nearest to him, because he hits them a lot better.
  • Don't use flares, because it will make the Taken scatter all around and get far away. You want them near the kidnapper.
  • Only use flares at Lover's Peak, when the Taken are contained anyway and can't walk away.

During the bit where the kidnapper opens the gate, just blind the Taken and use a flare if they come too close. You should have plenty of flares.

After Lover's Peak, just go straight and ease yourself down the cliff (jumping down might kill you). And otherwise take the most direct route.

When you reach the Cabin, first go up the stairs near the cabin to trigger Barry saying "Al, I'm so glad you're here..". This will start a timer that makes the first flock of birds appear. You have enough time to go down the stairs again and collect additional flaregun ammunition. So you save the time it needs to pick up those supplies.

The birds always appear in the same spot, so you can kill them easily with the flaregun.

Episode 3

Chapter 1: On the Run

Start walking instantly, this will make the manager start walking a lot earlier. You have to wait for him to open the door, so just don't obstruct his progress and stay ahead of/near him.

When you find the flashbangs, don't use them on the Taken that spawn, they will just respawn. After the little bridge, there are quite a lot, so you can try to kill most of them, but you should keep some alive or more will just spawn. The flashbangs can be useful later in the episode, so you might wanna keep them.

Chapter 2: Mirror Peak

Episode 4

Chapter 1: Cauldron Lake Lodge

While locked in the room, walk at the door. This will make Alan say "The door was locked.." once he is finished with his initial dialog and make Hartmann appear a few seconds earlier. Then it's basicially just staying near Hartmann to trigger the next part of conversation, until you get inside again. When Hartmann enters the door and goes inside again, walk past him and to the other side of the room as fast as possible. This time NOT triggering the conversation is faster, so stay away from him until he goes to the next door to unlock.

Chapter 2: The Anderson Farm

The stage fight always takes the same time (the length of the music playing). I tend to go out in the field, because it's easier to keep the Taken away there. Kill the big Taken and the small Taken, because they can come at you the easiest. Just make sure you get back to the shed that explodes at the end in time.

Episode 5

Chapter ?: The Power Plant

While traversing the electric wires area to the power plant, there is a part where a blue crane elevator is used. Instead of going up the elevator, take the wooden stairs on the right. When on the wooden stairs, get on top of the wooden hand rail. Then, jump on top of the fence, but make sure you are facing the metal crate. If you do not face it, you will just skip down to the water. Afterwards just jump on to the fence, and finally make a quick jump towards the other side.


Another possible skip is when Alan operates the floodgatesin order to cut the power lines. The skip consists of one specific jump.After jumping on to the other side, just walk around the fence to get to the other side. It is a bit inconsistent, but if done right, you do not have to use the floodgate controls. After you cut the power, the way back is less trickier. Just face the fence, and then keep jumping towards the other side.

Episode 6

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